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Tvtropes sonic mania
Tvtropes sonic mania




tvtropes sonic mania

The way you get to it? You push a rock out of the way and drop through the floor, in an almost identical fashion to a well-known secret room in Angel Island Zone. There's a secret room containing a Special Stage ring towards the end of Act 1.

TVTROPES SONIC MANIA ZIP

Act 2 also mixes in the zip lines from Angel Island Zone, which are now affected by momentum, and the floating platforms with diagonal springs from Mushroom Hill Zone. To elaborate: the central route is a near pixel-perfect replication of Acts 1 and 2 of the original Green Hill Zone, the upper route bears a heavy resemblance to Emerald Hill Zone (with loops ending in downward slopes and the signature corkscrew roads), and the lower route uses Palmtree Panic as its main inspiration (with complex, multi-layered ledges and twisting underground passages).

tvtropes sonic mania tvtropes sonic mania

  • An astute player will notice that Act 1 splits into three distinct paths about halfway through, with each route taking inspiration from similar stages from the Genesis games.
  • The lower sections of the stage feature an underground lake as the background, similar to both Act 2 of its 8-bit counterpart and its Sonic Generations incarnation.
  • The redrawn background in this game keeps them there but also fills the gaps with running water so they don't look like they're floating.
  • The original Green Hill Zone's background had misplaced some of the mountain peaks.
  • Being a Milestone Celebration and a Megamix Game, Sonic Mania has a lot of nods to previous games in the series:






    Tvtropes sonic mania